OK so here’s what I’ve done which kind of works but… questions at the end
- Created a new UV
- Selected and scaled up the body faces onto the new UV
- Exported the UV map
- Scaled up my PS paths I did on top of the side view render to match the UV outlines as best as I can and then created a transparent tif at 4k with an alpha channel from the path to use as the shape of the orange glow detail
- Then added a new Principle Shader with the alpha as an image texture and plugged that into the alpha and emission strength, with the alpha image plugging into the Mix Shader Fac

Problems & things I don’t understand
Is the above correct? It feels like I’ve hacked it rather than done it properly.
Why has the UV applied the alpha/glow onto the edge faces of the carbon fibre?

Why are the Eevee and Cycles renders different? The glow isn’t coming through on Cycles nor the updated texture painting but I see it all fine in Eevee
